OpenGL ES based VR set-top box animation production enabling method and system
A technology for animation production and set-top boxes, applied in the direction of animation production, program loading/starting, program control design, etc. It can solve the problems of frequent replacement of textures and cumbersome calculations, and achieve the effect of improving efficiency and solving cumbersome calculations
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Embodiment 2
[0067] On the basis of Embodiment 1, after the texture is displayed on the screen, the following steps are also included for the case where the frame of the animation sequence is multi-frame:
[0068] S401: Determine whether the current frame is the last frame in the sequence of animation frames, if so, then end, if not, then go to step S402;
[0069] S402: Load the next frame, and judge whether the picture of the current frame needs to be replaced with the picture of the next frame, if yes, go to step S403, if not, go to step S404;
[0070] S403: Load the picture corresponding to the next frame, generate a texture from the picture, and set the position and size of the generated texture based on the viewport coordinate system in the VR spherical space according to the texture coordinate information corresponding to the next frame, and then go to step S3;
[0071] S404: According to the texture coordinate information corresponding to the next frame, set the position and size o...
Embodiment 3
[0073] On the basis of Embodiment 1, it also includes parallel loading of animation and UI resources during the startup process of the VR set-top box Launcher. The specific steps are:
[0074] A: After the VR set-top box Launcher is started, the animation is loaded, and during the animation loading process, it is judged whether UI resources need to be loaded. If yes, continue to load the animation. If not, go to step B;
[0075] B: Use multithreading to load the picture of the UI resource, and generate a texture from the picture of the UI resource through the glGenTextures method, and set the transparency of the generated texture to be invisible, and go to step C;
[0076] C: Continue to load animations, after all animations are loaded and played, go to step D;
[0077] D: Set the transparency of the texture of the UI resource image to be visible.
[0078] Start multi-threading to generate textures from high-definition pictures in the UI during the animation loading process. ...
Embodiment 4
[0080] The embodiment of the present invention provides an OpenGL ES-based VR set-top box startup animation production system, including an acquisition module, a generation module, a transformation module and a display module.
[0081] The obtaining module is used to obtain the number of animation sequence frames, the picture information and texture coordinate information corresponding to each frame.
[0082] The generation module is used to load the picture corresponding to the current frame, generate a texture from the picture, and then use the viewport coordinate system in the VR spherical space as a reference to generate the position and size of the texture. The setMatrix4 function uses a 4×4 matrix to transform the spatial position of the texture. The transformation of the spatial position of the texture includes moving, rotating and scaling.
[0083] The transformation module is used to transform the spatial position of the texture through the setMatrix4 function. The ...
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